Righty so I duplicated the Marauder and I Duplicated the Hellion Cannon
fixed all the links and names and events so that the fire jet "works" (i.e uses the right art assests and periods and sounds e.t.c)
So right now he is essentially a Marauder with the Hellion gun.
MY ISSUE IS THIS:
The "flame jet" when he attacks comes from dead center to the model (target>Location = unit point)
But as we all know the Marauder swaps hands, left/right/left/right e.t.c
How can I have the flame jet behave as the Punisher grenades and alternate with an offset at the animation start point.
Hellion Cannon uses a damage, a search and a persistent effect.
it also uses a Action actor and a simple beam actor
And thank you very much gizmachu I'll give that a go
Thank mostly fixed it, but a new bug has shown up.
When he attacks a stationary target at maximum distance it works perfectly, as soon as the target becomes mobile or is within his maximum firing distance he only shoots a single tiny bolt of flame at them.
Phaos, to alternate the shooting animation, you'll need to do:
Go into your duplicated Marauder unit and check under events. You'll see, at the bottom, a long list of Effect.MarauderLM.Start which is all the events used for cycling between alternating shots. You want to change that effect to the hellion battle turret effect (the effect of whatever weapon he has); on my test map (which worked) I changed that to Hellion - Battle Cannon (Persistent).
That should work; let me know if you encounter any issues.
I have managed to fix the hostle/structure issue, you were right gix there was a legacy left over from the hellion cannon duplicate I forgot to replace
now there is only two bugs before I can say it's polished.
1. he still shoots the jet from the alternate hand when firing.
2. he still only shoots a single flame bolt when inside his maximum firing distance
for 1, you need to go inside the events mentioned earlier and change everywhere it says "left" to "right" and "right" to "left." That's how you alternate which hand is shooting; it's still not entirely satisfactory (the hand stays up a bit too long) but I think tinkering a bit with the animation clear (and the effect which activates it) should fix that
for 2, that must be something else you altered. My firebat (which I created in like 5 seconds by changing marauder unit's weapon to infernal flame thrower) does not have this issue. Perhaps you did not duplicate the flamethrower beam actor properly?
But I really can't figure this "within maximum range" issue I'm running into. I have tried a bunch of things, and cleared up some legacy entries that might have been causing it, to no avail.
Is there a site which most people use to upload the map to so I can get one of you to take a look at it? I would start again, but now I want to know what the cause is so I can solve it in the future.
Solved. After much frustration and hair pulling, while I still don't understand /why/ it didn't work.
the issue of the "one shot inside maximum range" was caused by a missing actor that I hadn't even considered.
I'm documenting it here so perhaps someone can make use of this and this issue can be marked as solved.
HellionAttackBeamImpactSite is the original actor, I have renamed it for my purposes. But essentially this was missing from my set of effects. It makes no sense to me why this causes issues inside the maximum range of the unit, also being the kind of actor that it is I didn't think duplicating it for the flamer attack to use was an issue as the hellion version is the final link in the chain and just calls a final link effect therefore I would have thought it would of been fine to reference it.
Basicly what I had to do was go into the events for the actor and change the instance of "HellionE" to my "Fire Bat - Flamer (Search)" Fixed -_-
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Righty so I duplicated the Marauder and I Duplicated the Hellion Cannon
fixed all the links and names and events so that the fire jet "works" (i.e uses the right art assests and periods and sounds e.t.c)
So right now he is essentially a Marauder with the Hellion gun.
MY ISSUE IS THIS:
The "flame jet" when he attacks comes from dead center to the model (target>Location = unit point) But as we all know the Marauder swaps hands, left/right/left/right e.t.c
How can I have the flame jet behave as the Punisher grenades and alternate with an offset at the animation start point.
Hellion Cannon uses a damage, a search and a persistent effect. it also uses a Action actor and a simple beam actor
Hlep hlep!
for the actor hellion attack actor, change the "launch attachment query+" from "AMfilterweapon00" to "AMPatternMarauder"
wish we could use attack0ld animation for Marauder. You know, actual flame thrower animation =_=
Lol @ Zifoon
And thank you very much gizmachu I'll give that a go
Thank mostly fixed it, but a new bug has shown up.
When he attacks a stationary target at maximum distance it works perfectly, as soon as the target becomes mobile or is within his maximum firing distance he only shoots a single tiny bolt of flame at them.
What could be happening ?
@Rorax: Go
Phaos, to alternate the shooting animation, you'll need to do:
Go into your duplicated Marauder unit and check under events. You'll see, at the bottom, a long list of Effect.MarauderLM.Start which is all the events used for cycling between alternating shots. You want to change that effect to the hellion battle turret effect (the effect of whatever weapon he has); on my test map (which worked) I changed that to Hellion - Battle Cannon (Persistent).
That should work; let me know if you encounter any issues.
yeah I got his animations working correctly, it was the issue with the flame jets start point tho.
after following gizmanchus advice the animation looks correct apart from some caveats
1. both targets are standing still
2. fire bat is at maximum firing distance
3. target is hostile, target is not a structure (no flame jet OR damage in this case)
Thanks xenrathe
@Rorax: Go
Mine actually works fine regardless of those caveats. Methinks you altered something you shouldn't have.
haha I also just noticed that the flame jets are alternating with the wrong hand :D, the firing hand is opposite to where the flame jet is coming from
for the target having to be hostile/a structure im sure that has to do with one of the "search-search filters" on one of your effects
I have managed to fix the hostle/structure issue, you were right gix there was a legacy left over from the hellion cannon duplicate I forgot to replace
now there is only two bugs before I can say it's polished.
1. he still shoots the jet from the alternate hand when firing.
2. he still only shoots a single flame bolt when inside his maximum firing distance
@Rorax: Go
for 1, you need to go inside the events mentioned earlier and change everywhere it says "left" to "right" and "right" to "left." That's how you alternate which hand is shooting; it's still not entirely satisfactory (the hand stays up a bit too long) but I think tinkering a bit with the animation clear (and the effect which activates it) should fix that
for 2, that must be something else you altered. My firebat (which I created in like 5 seconds by changing marauder unit's weapon to infernal flame thrower) does not have this issue. Perhaps you did not duplicate the flamethrower beam actor properly?
Thanks for the help so far.
But I really can't figure this "within maximum range" issue I'm running into. I have tried a bunch of things, and cleared up some legacy entries that might have been causing it, to no avail.
Is there a site which most people use to upload the map to so I can get one of you to take a look at it? I would start again, but now I want to know what the cause is so I can solve it in the future.
Thanks all.
Pweaaaassseee
Solved. After much frustration and hair pulling, while I still don't understand /why/ it didn't work.
the issue of the "one shot inside maximum range" was caused by a missing actor that I hadn't even considered.
I'm documenting it here so perhaps someone can make use of this and this issue can be marked as solved.
HellionAttackBeamImpactSite is the original actor, I have renamed it for my purposes. But essentially this was missing from my set of effects. It makes no sense to me why this causes issues inside the maximum range of the unit, also being the kind of actor that it is I didn't think duplicating it for the flamer attack to use was an issue as the hellion version is the final link in the chain and just calls a final link effect therefore I would have thought it would of been fine to reference it.
Basicly what I had to do was go into the events for the actor and change the instance of "HellionE" to my "Fire Bat - Flamer (Search)" Fixed -_-